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 Kim Kaphwan

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BigDarsh
Biquette The Poularde Ultra Low Tiers
BigDarsh


Nombre de messages : 317
Date d'inscription : 23/09/2005

Kim Kaphwan Empty
MessageSujet: Kim Kaphwan   Kim Kaphwan EmptySam 24 Juin à 12:04

98

[2]B,[2]B,[2]A, 8 D,2D

C,6A,Sho o kyaku

MAX Mode - (in air) qcf+B (needs to cross-up), cB, sB, d,d+B, qcb,db,f+D

cross-up jumping D, C, d,d+B, C, d,d+B, C, d,d+B, qcb,f+B/D (that's right... it's possible to do 3 d,d+B's, not just one)

2k2

[2]B,[2]A,8 D,2D
C 214C x3
C 214B DM*
BC, C 214C x3 SDM
BC, C 214C 214B DM

*DM 236236B puis au choix
-Sho o Kyaku
-BC 214C x3 SDM (ouch)
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BigDarsh
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Kim Kaphwan Empty
MessageSujet: Re: Kim Kaphwan   Kim Kaphwan EmptySam 24 Juin à 12:06

Kim 98 Faq:

About Kim:

He is a fighter for justice and his main objective is to destroy all evil. He has also taken it upon himself to train and discipline two convicts (Choi and Change) who aren’t exactly too happy about it and are always thinking of ways to escape. He in addition trains both his sons (Kim Jae Hoon and Kim Dong Hwan). In the KOF storyline they are still children so we won’t be using them anytime soon in this series.


Why use Kim:

Kim is what you call a speed freak. If you are planning to use him as a defensive player you should turn back right now, he is all about offence. Your main objective is to not let the opponent breathe and confuse him/her, you should be constantly attacking with pokes and quick jump attacks as well us his high/low moves.

He isn’t exactly the most powerful character (what martial artist is?) but he more than makes up for it with his quick and damaging combos and two great cross-up moves which also lead to combos. This doesn’t mean you have to be a combo machine to play as him; you just need to know 1 or 2 normal combos and at least one DM combo.

His excellent array of pokes, fast moves, great combos and DMs make him a monster in the right hands (preferably fast ones).

Normal attacks: Standing:

A

Hits in the mid section and is his best poke. Has excellent priority, cannot be used in combos.

B

Hits high. Nothing special.

C:

Hits in the mid section and has a small delay, but a good one. The delay can be used to fool opponents into attacking early and punish them for that. Can be used as an anti-air if your opponent lands one or two character lengths away from you.

D:

Hits high. Nothing special.

CD:

Has good priority but a bit of a recovery problem. The hit box is located at his foot so that’s what you should try to connect. If used properly can be used as a counter quite a bit and so comboed into other moves, especially his QCB QCF+K DM.


Close:

A:

A fast poke that can be combo into his QCB QCF+K DM, QCB+P*3, Down Down+B and his standing C.

B:

Hits in the mid section and is comboable into QCB QCF+K DM, QCB+P*3, Down Down+B. It pushes the opponent farther away than a close A.

C:

His main combo starter and comes out pretty fast, must be cancelled on its first hit to combo. Comboable into his QCB QCF+K DM, QCB+P*3, (charge) Back Forward+K, Down Down+K, QCB+K, (charge) Down Up+K or P. It can also be used as an anti-air if timed properly.

D:

Hits high and can be used as an anti-air if timed properly. Cannot be comboed into anything.


Jumping:

A:

A jump-in with very nice priority and is great for pressuring opponents with short jumps. It is also one of his two best cross-up moves.

B:

He kicks straight up into the air, can be used as an anti-air and in anti-to-air combat if the opponent is above you. Not much use other than that.

C:

Has very good priority and can hit very deep as a jump-in.

D:

Has good priority and is great as a jump-in. Unlike his jumping C it also has very good anti-to-air capabilities.

CD:

An excellent air-to-air, jump-in (won’t combo) and anti-air attack (you super jump and press CD the moment you see the opponent in the air). Its one of the best CD attacks in the game.


Special Moves:

(Air) QCF+K:

A great multiple hit pressure move. Both the versions can be used as cross-ups but only the B version can be buffered into a standing A making this move extremely safe (even if not used as a cross-up). It is the second of his two best cross-up moves.

QCB+K:

Hits multiple times and the D version can be used as an anti-air (especially if you predicted your opponents jump).

QCB+P*3:

The first hit hits high (can be used as an anti-air) and is followed by a hit in the mid section. The finisher is determined by whether you used A or C. The A version ends with an overhead (looks like his F+B) and the C version ends with move taking the opponent into the air (looks like [charge] Down Up+P). Has bad recovery time if missed (its best to just stop the move if you miss the first hit).

Down Down+K:

This move hits low and is great for confusing opponents. Its good to combo it if the opponent blocks your C (both B and D version can be used) or A (use B version). This move has a glitch, more on this later.

(charge) Back Forward+K:

This is great for confusing opponents and is one of your main weapons in the high/low game. The first hit hits low and the second hit is an overhead so crouching opponents will be punished as well. Great for using after a standing C (especially if the opponent has blocked your C while standing).

(charge) Down Up+K (D version can be followed-up with a Down+D):

A fast and damaging move, don’t rely on it as an anti-air because the charge time isn’t fast enough. Use it in combos instead like after a crouching A. I recommend using the B version for the most part because it has great recovery time if blocked or missed. Don’t forget to follow-up the D version. This is also his best wake-up move.

(charge) Down Up+P:

It does pretty good damage and can be used as an anti-air but only if the opponent isn’t above you. If you are sure that your crouching A will connect then its best to follow it up with the C version of this, unlike (charge) Down Up+D and its follow-up, it will connect completely.


Other Special Moves:

Forward+B:

Considerably slow to come out. Can be used after a standing C but won’t actually combo. Nevertheless it is an overhead and can be used to confuse opponents. If used properly it can become a very useful move in your high/low mind games.

Fowrward+A:

Slow to come out but is vital to Kim’s bread & butter DM combo. Can be used as an anti-air and to evade sweep attacks if timed right. Don’t throw it around too much as a stand-alone move.


Bread & Butter combos:

- jC/D, sC (1-hit), F+A, QCB QCF+K DM/SDM

- cB, cA, (charge) Down Up+K

- cB,cB, cA, (charge) Down Up+C

- jC/D, sC (1-hit), QCB+D or QCB+C*3.

- cA or sA, QCF+K DM/SDM (quick and unpredictable)


Desperation/Super Desperation Moves:

QCB QCF+K (can also be done in the air):

This is an excellent DM with great wake-up and anti-air properties, also great for air-to-air combat. Sadly it has horrible recovery time if blocked. The SDM version is the same but does more hits/damage.

(Air) QCF QCB:

Great as a jump-in and air to air combat (if the opponent is below you). Overall, not as useful as his QCB QCF+K DM. The SDM version is the same but does more hits/damage.


Miscellaneous Tips:

1) Use the CD counter if trapped in the corner to get back on the offence, the last thing you want to do with Kim is play a defensive game.

2) To confuse opponents hop back and do a QCF+K. If timed right can counter a sweep and used as an anti-air (if you are not in the corner).

3) If your jump attack is blocked do another jump attack instead of a ground chain. Usually tricks opponents because people tend to block low after a jump in.

4) If his DM bread & butter combo is blocked use a QCF+B instead of the DM after the F+A to land safe.

4) To distance yourself from a close by opponent do cBs (as many times as possible) finished by a sA. Very safe and can get you out of tight spots.


Glitches/Infinities:

1) After you hit an opponent with Kim’s QCF+K if he/she was jumping or after a CD move (when it connects as a counter), you can keep on juggling him/her with the QCF+K till his/her energy runs out.

2) You can super cancel his Down Down+B into his QCB QCF+K DM (no extra power stock needed).

3) If you super cancel Kim’s Down Down+B when you have no power stocks he will flash white. During this you can run up to your opponent and keep on comboing him/her. You can keep on cancelling the Down Down+B, run up and doing it again till your opponents energy runs out.
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